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Which AI Enhancher to use for BG:EE on Mac?

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Hi All,

I found this list of AI enhancers:

AI
BPSeries Party AI Goes WeiDu!
[BG:EE] Battle Enhancer Mod ver. 1.0
Sword Coast Stratagems is now available for BG:EE and BGII:EE

Which one would you recommend? Are there any others?

All the Best
Dave







New version of Sword Coast Stratagems (v32) available

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After six months in testing, version 32 of Sword Coast Stratagems is now released.

Sword Coast Stratagems (SCS) is a collection of interconnected mini-mods for Baldur's Gate (on the BGT/BGTUTU/BGEE versions) and Baldur's Gate II. It is primarily a tactical and AI-enhancement mod: the idea is to make the game's combat more interesting, tactically challenging, and realistic by more effective use of, and choices of, creatures' abilities. It also contains a few rule tweaks and ease-of-use features.

Version 32 is a major revision (the largest since the old 'SCS' and 'SCSII' mods were merged). Highlights include a new integrated difficulty-control system, inclusion of the Icewind Dale spell system, substantial revision of spellcaster AI, six new components, much fuller compatibility with the Spell Revisions mod, some streamlining of the mod's overall structure, and a major decrease in installation time.

Grab it direct here. You can also visit the extensive project pages, readme, or SCS forum for more information.

EDIT: now updated to v32.4; links are unchanged.

"Friendship" mods

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Hey dudes. I just started up my second run through of BG2EE. The NPC project from BGEE has me spolied, and I wanted to give some NPCs I plan on using a little more depth and player interaction. After coming across a few "friendship" mods, I figured I'd give them a shot. Specifically, I downloaded one called "Imoen friendship", and "Mazzy friendship". Pretty straight forward names, but before I get too far into the game, I wanted some clarification from others who have used these mods in the past as to whether or not these mods are lore friendly, in-character, etc. I don't want to ruin my experience with Mazzy because of a lame mod. Thanks!

In development, Kerick NPC mod for BGEE.

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image Kerick NPC mod for Baldur’s Gate Enhanced Edition Human - Chaotic Neutral - Male - Thief By Ravenslight Coding by Shadowhawk Original Portraits by Isandir Voice work undecided Kerick is used to making his living as an assassin for hire, and bodyguard to the “soft bellies” among the local noble classes of Baldur’s Gate. He seldom talks about himself or his past, even when pressed. Kerick loves women, and as many of them as will let him. He enjoys the chase. Despite the fact that he actively pursues any woman that catches his eye, he always treats them with deference and respect, high born or low. As with most people, his views on men, women, love, and life in general, are heavily colored by his past. I see Kerick as a discordant combination of gentleman and rogue. A chameleon, who can easily move among and be accepted by those around him as he wishes. A talent that has served him well in his dealings with both the upper classes of Baldur’s Gate and the seedier inhabitants as well. He has no compunctions about taking advantage of that talent. His weakness is a true innocent. This weakness has not often stood in his way, as he rarely sees people as such. Kerick on reputation: Reputation is important to Kerick as he believes that only a fool would allow their reputation to drop so low as to draw unwanted attention to themselves. He believes that one is always better able to accomplish ones goals if they can move freely within society, hated or hunted by no one. Whether or not ones true intentions are noble, how others perceive you should always remain nonthreatening. Especially if that is far from the truth. He will not long follow a leader who continually draws negative attention to themselves. He is far too fond of his own hide. Kerick on the gods others worship: Kerick has no problem with others that have a strong faith. Even those who have dedicated their lives to their god. He himself however, believes the gods have their own agendas and the only true interest they have in those who follow them is how they can be used to further their own cause. He believes that those who choose to follow a god are deluding themselves if they believe that their god truly cares what happens to them personally. The romance: This mod provides a branching romance option for any elven, half-elven or human female PC of neutral to good alignment. If the PC is the kind that likes to kick puppies and kill innocents, she won’t hold his romantic interest for long, but he will put up with most of your decisions as his boss. He works for you, you make the decisions. If Kerick takes an interest in a woman, he tends to be fairly up front about it. If your protagonist is not interested in such shenanigans, she can easily tell him that she is only interested in a business relationship via the PIDs at any time. He will respect your wishes. Rating: Ratings are always subjective and based on personal perceptions, but I would personally rate the content within this mod as mature. To see more beautiful portraits crafted by Isandir, please follow this link. http://isandir.com/

How to use custom portraits (BG1, BG:EE, BG2, BG2:EE, IWD, IWD:EE, IWD2)

Mods that change existing areas

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In general do you have to begin a new game when you install a new mod that changes existing areas? For instance,
I've seen a Mod that extends the Ulcaster School dungeon, I've already explored the dungeon, if I install it now and load my game will the Mod work and extend the Dungeon?

Mod Weirdness

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Hi,

I've just bought the Beamdog version of BG1 and SOD. Before this I was using the MacApp Store version with two mods Northern Tales of the Sword Coast and The Stone of Askavar.

I've moved everything over to the Beamdog version and then installed just the Northern Tales of the Sword Coast mod into the SOD folder. All appear ok when I loaded the Game with SOD but when I look at the World Map, it names of the new area is screwed up by what looks like another string, see image:

c0ikrz9yk0i1.png

And ideas of what could be wrong and how to fix it? I was wondering if its because the Mac App Store version also had Stone of Askavar installed (not that I think i ever triggered it), should I install it now?

Any help greatly appreciated.

Cheers
Dave

Dark Sun: Shattered Lands


Enable Dual-classing into Kits (now with Proficiency Fix)

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Dual-class into Kit Installation Order: * This mod should NOT be installed BEFORE any mod that adds new kits. * This mod should NOT be installed BEFORE any mod that alters race(MGSRCREQ.2da/CLSRCREQ.2da) or dualclass(DUALCLAS.2da/ABDCDSRQ.2da) restrictions. * This mod should NOT be installed BEFORE any mod that alters string references in CLASTEXT.2da, KITLIST.2da, or RACETEXT.2da/SODRACE.2da. * This mod should NOT be installed BEFORE any mod that alters alignment(ALIGNMNT.2da) restrictions. * The third component(proficiency) should also NOT be installed BEFORE any mod that alters or reads (WEAPPROF.2da). Limitations(primary component): * Class/Kit description in the record screen will display the description of the unkitted second class. * Specialists Mages will not recieve their bonus spell slots. (Fix included in second component.) * Level-up proficiency selection is still dictated as if an unkitted second class. (Potential fix included in thrid component.) (These are all the same issues that occur when you manually change the second-class kit through EEkeeper/Near Infinity) Limitations(proficiency component) * This component is still experimental, I would urge you to save being clicking "Level-up".
* All (kit or not) dual-classed character's proficiency options will be strictly enforced. Reactivating their original class will not expand their proficiency limitations, they still regain any proficiency that had from that class, they just cannot add to them beyond what their second class normally allows. * Level requirements for proficiency will continue to follow PROFSMAX.2da. * Mods that replace a Base class with a kit, should utilize the mods base-class kit proficiency options for the unkitted class, provided the kit and class share the same name. Any character with the base-class kit will use that kits proficiency options as expected. * Mods that add a Multi-class kit and Single-class kit under the same name will attempt to differientiate them by their kit description. If it fails they might end up using the others proficiency options. * If it fails to identify class/kit, it should default to FIGHTER or NONE proficiency options, to avoid being stuck during level. This should only happen if their current kit(or trueclass) has been disabled / made invalid by other mods.
Compatibility: * v2.3+: BGEE, BGSOD, BG2EE * v2.5+: IWDEE * Should work for any language. Only installation prompts are in English. * Supports multiple campaign files, as read from CAMPAIGN.2da. * The entire Chargen Class Selection portion of UI.menu is replaced, if I knew better how to make the changes I would. * The Chargen Mage Spell Selection portion has a very minor edit, small chance of conflict with other UI mods. * The Proficiency component attempts to alter several parts of the Chargen/Levelup Proficiency portion of UI.menu, relatively high chance of conflict with other UI mods that alter that section.

Tactics mod - BG2EE compatibility - conversion and beta test

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Hello, As agreed by some of us on another thread, here is a first post / placeholder for a discussion on Westley Weimer's Tactics2 components and their compatibility with BG2EE. First introduction. [spoiler] @Gotural , @Blackraven , As announced, please find attached a first package for your beta test expertise. As this mod is not mine, I decided to encapsulate the old mod without premodifying anything. All modifications are done at install time. Moreover the paradigm is to patch rather than overwrite. The weidu code is entirely rewritten. The focus is on the compatibility and bugs. I have no intent/talent to work on the AI itself. Therefore all dialogs and translations come from the original files. (I just experienced a little psycho-rigid moment with the translation of Pushkin's work but this is ultra minor - more to read in the Iliych tpa file itself) The various deployed objects are, by order of priority, - a patched version of an EE file - a copy of the original mod if totally new and acceptable - a copy and patched version of the original mod (because this is often required) Sometimes I used a modified inlined script rather than the original mod bcs/baf though. When dealing with some components I was eager to not interfer with the new EE content (basically all the oh* files from the BP2 and new areas/npcs/adventures). That gives me extra work but I have two reasons to do so: lack of solid knowledge of the new content and, more importantly, there is an enhanced AI work associated to those new EE files - it would be silly to alter those things. Thanks to the handle_charset function now available in weidu (with a better logic), the original tra files are translated into UTF-8 required by the EE version. However my implementation really stinks at the moment, it just works but I will change it. The ideal solution would be to pretranslate and distribute the final files but I don't want to distribute a modified file without the proper consent of the author(s). Btw, the original mod is to be unzipped under a directory of my own tree. For this early test (and I saw nothing preventing a redistribution, let me know) I already included the unzipped original mod. I don't know how much free time I will have this weekend and I am sure to be unavailable next week. Hence this early drop. For this alpha20 for BG2EE only, you will find - the UTF-8 translation stuff that triggers when you install your first component (no matter which one). - As announced Improved Ilyich (a lot of work - more on this below) - Kuroisan per Gotural's suggestion (so far basically no work beyond the charset transformation) - a list of low hanging fruits and other smarter creatures components. Clearly not what you requested guys but I already wrote them back in March to learn and practise the weidu language and also to learn more about the BG2 setup, typically which creature uses which script. A couple of implementations are now much more selective (undead, golems, etc...) - the archer kit. I thought it would take a few minutes to write the code for the two kits. Well, for the archer that was the case but the anti-paladin gave me a little headache, we will have to discuss this kit if someone is still interested. I had the time to test almost... nothing. I verified the kit and I tested the Improved Ilyich which is the largest piece. I do not suggest testing/using the improved creatures yet but I inserted a little group of questions at Ilyich install time: please see it, I think it's self-explanatory (despite my English) and it offers the options to test Ilyich as if other components were also deployed (choice #1). It would also be nice to get a feedback on the mod behaviour once combined with SCS and/or aTweaks (choice #2 for all questions but the last one). I would appreciate if you could test 1) dropping Imoen/Jaheira/Minsc/Yoshimo out of the party I know it used to crash some games in the original versions. 2) dialog with Ilyich (I did test it but a confirmation would be nice). 3) Spawn points on the first level. I kept using the spawn point mechanics on the first floor. Apparently the author and I share some problems to fully understand the black magic behind those (i.e. control the number of creatures). W.Weimer used a trick on the first map and apparently failed to implement what he wanted on the second map (I failed too and decided to deactivate the 2nd level spawn points and used a couple of triggers/traps instead). 4) Beyond the first 12 hours, a group of duergars will appear "offscreen" every 6 hours. IIRC those guys used to appear just out of sight, now in EE they can appear far away. Let me know (I am clueless). Ah yes, adding a few ammunitions to the jailkeep table was performed through a script after the game start. I preferred to modify the area container instead. Apparently it takes time to complete when you install the mod but that's ok. Comments, Insults, Suggestions: your turn. [/spoiler] Content // WIP [spoiler] The current package includes: - Improved Ilyich Original version converted to BG2EE - modifications in patch mode, bug fixes. There is an option to use enhanced script if you don't deploy another tactical mod enhancing the generic dwarves. - The Ritual Original version converted to BG2EE with several fixes. - Improved Torgal Original version with many fixes - installed in patch mode. - Improved Sahuagin City Original version converted to BG2EE - modifications in patch mode. - Improved Bodhi Original version converted to BG2EE + fixes and modifications. - Improved Irenicus Original version converted to BG2EE + fixes and modifications. - Improved Guarded Compound Original version + fixes. - Improved Twisted Rune Original version + fixes. - "Kuroisan", the Acid Kensai Original version converted to BG2EE. - "Red Badge" Poison-Based Encounter Original version converted to BG2EE with patches. - Gebhard Blucher's Improved Mae'Var Original version with minor enhancements. - Gebhard Blucher's Lich in the Docks Original version slightly modified and converted to BG2EE. - Gebhard Blucher's Improved Demon Knights Original version slightly modified for a better deployment on BG2EE. Slightly altered AI. - Kensai Ryu's Tougher Kangaxx Original content + fixes and you can choose to deploy Tougher Kangaxx (demi-lich) or its guardians or both. - Kensai Ryu's Gnome Fighter/Illusionist in the Docks Original version slightly modified and converted to BG2EE. - Kensai Ryu's Improved Crypt King Original version with a slightly altered AI. - Ishan's "Always Toughest Random Spawns in Dungeons" Original scope but rewritten and modified to select your own values. - Gebhard Blucher's Random City Encounters Original version with patches. - Kensai Ryu's Random Wilderness Encounters Original version with many fixes. - Improved Undead Original and Altered version for a fine-grained selection of the appropriate undead creatures. No modification to the AI scripts. - Gebhard Blucher's Improved Mind Flayers Original and Altered version for a fine-grained selection of the appropriate undead creatures. No modification to the AI scripts. Psionic "spells" are patched. - Smarter Dragons Original version slightly modified. - Smarter Beholders Altered version with a few minor tweaks. - Smarter Vampires Original version. - Smarter Mages Original version slightly modified. No modification to the AI script. This component also modifies the Liches (original behaviour). - Slightly Smarter Golems Original and Altered version to more selectively modify the appropriate golems. - Göran Rimén's Improved Nymph Original version. - Kensai Ryu's Improved Copper Coronet Original version (just twelve additional foes, no script - not the real KR version as in DSoA). - SimDing0's Improved Oasis (obsolete) Original version in patch mode. Do not use that version, use the full version from QuestPack instead. - Mike Barnes's Improved Small Teeth Pass Original version in patch mode. - Mike Barnes's Improved North Forest Original version in patch mode - a few minor alterations. - Mike Barnes's Marching Mountains Original version with small adaptations. - Slightly Tougher Demons Original version with fixes and tweaks. - Tougher Druid Grove Original version with minor modifications - patch mode. - Tougher Fire Giants Original version with a few patches. - Streamlined Trolls Direct transposition + an extension to modify some spells dealing with the troll play-dead sequence. - Generic Archer Kit Original Kit converted to BG2EE. - Anti-Paladin Kit Altered version with fixes and without "dispel on hit with any melee weapon". [/spoiler] Latest version : alpha73 - February 21, 2016 Please consult the readme file under the eetact2 directory Both the current version and the version n-1 (or older) are attached to this post, use only one of them.

Mod: Player1 Can Die

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Hello everyone.

Note 1: please, Ignore my english errors

Well, first of all, all credit to the code creator @Avenger_teambg . He was the one who created the code, at least it was who I saw. What I did was make some modifications to make it something functional.

As you may know, if the Player 1/Main Character dies in BG1 / BG2 the game ends there. I do not like it too much this, because if my team is still alive then they can revive me or at least take me to a temple, etc. Aside from that this take away the utility of some spells from the game, such as the Rise From Your Grave (I say this every time a Cleric does the spell :D ). if your character is a warrior, for example, he is the front line, which means he can end up dying. So your cleric can go there and relive him.

The @Avenger_teambg algorithm causes the "Player1 can die" flag to be activated in all areas of the game. The modification I did was put a condition for the game to be finalized. I put the same condition as Icewind Dale, meaning if all team members die the game is over. Unfortunately I could not do the same in BG2. If all the members of the team die, you become like a spectator of nothing, since you have no vision and will have to recharge the game.

Note 2: any doubt just comment

Request Modfile for Android IWDEE 2.5.17.0

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@Xhoblaim, I have moved the request for the IWDEE modfile to the IWDEE Mods area just in case someone out there also wants to use it... The mods installed here are: - IWD NPC v6.0 - LavaIt - IWD: an item pack for IWD EE v1.0 - Shadow Magic v1.9.3 - Wildmage v1.7 - A Frosty Journey: The IWDEE Kitpack v2.92 - Warlock v0.8 - I Hate Undead Kitpack v2.8 - Tweaks Anthology v5.0 (various components based on your previous BG2EE choices) The actual components installed for each mod can be viewed in the WeiDU.log. This would be about as large as I would go. It is 3 times the max size of an individual file. The big mods are Shadow Magic and IWDNPC in case you are looking at adding something different. For those who wish to try but unsure how to install: - Download the .zip files to device - Remove any previous modfiles and 'lang.zip' - Delete or rename any current 'override' folder - Unpack (keeping paths) all the files into the following folder on your internal SDCard: android/data/com.beamdog.icewinddale/files/ - you should now end up with an 'override' folder and a file called 'lang-en_US.zip' in the root. Note: The folder could be 'android/data/com.beamdog.icewinddaleenhancededition/files/' (I forgot to grab hold of the actual name when I modded someone elses eariler, sorry). To uninstall: - Delete the override folder and lang-en_US.zip. - You should now be running vanilla I haven't tested it on my device as I don't have IWDEE for Android... so when you install it, can you report back if all works fine or not. Happy gaming Gus Edit: Removed modfile. Updated later in discussion

How to get transparent sidebars

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If you would like transparent sidebars to give you back more of your screen real estate, just use the attached files and copy them to the BG or BG2 \override folder. They should scale as far as I can tell. [spoiler] [/spoiler] [spoiler] [/spoiler] [spoiler] [/spoiler] Super easy to make if you have GIMP or another good editing program. With GIMP I just choose New, set the image size to 80 pixels wide by 1536 tall, click Advanced options, then change the Fill with box with Transparency. Then click OK to create it. Next you need to Save it, GIMP saves to the .xcf format, and finally Do an Export As .png format. Copy the .png files to the BG2 \override folder with the names GUIWLSP.PNG and GUIWRSP.PNG. Restart the game if you have it started, the F5 reload didn't seem to work for this one. To see where this is located, for instance if you want to something different than the normal sidebar and not transparent, just open the \override\UI.menu file using a good text editor like Notepad++ and remember to choose Language, Lua for better visibility. Sadly, this can only be done in BG2 for now it seems. Here is the left sidebar code. You can change the sizes to match your images as needed. x = 80 and y = 1536 in my examples.
	label
	{
		name 'leftSidebarBackground'
		area 0 0 80 1536
		mosaic GUIWLSP
	}
	label
	{

		area 0 1536 80 1536
		mosaic GUIWLSP
	}
And a little further down is the right sidebar.
	label
	{
		name 'rightSidebarBackground'
		area 0 0 80 1536
		mosaic GUIWRSP
	}
	label
	{
		area 0 1536 80 1536
		mosaic GUIWRSP
	}
If you don't see BG2 \override, try hitting F11 while the game is open, then hit F11 again to exit edit mode. You should then see the override folder and UI.menu within it.

Turald NPC Mod - ver. 0.9

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Overview This mod adds a new recruitable companion to Icewind Dale: EE - dwarven wandering priest of Marthammor Duin Turald Ironfist. It was created as an addition to Kulyok's NPCs, though it can be played as a separate mod as well. The idea behind this project was to create a person who would look at the events of the game from the dwarven point of view and who will also be significanlty older than characters from IWD NPC Project. Turald MOD contains dialogs with main character, interjections, player-initiated talks and crossmod content with Kulyok's NPCs and LavaDelVortel's Dusky. Character info Name: Turald Gender: Male Race: Dwarf Class: Fighter/cleric Alignment: Neutral Good Location: Temple of Tempus in Easthaven Romance: No Current status The first proofreading was made so I decided to release the first beta version of mod. Currently it contains full content for vanilla game and should be fully playable, though there still may be some bugs (inform me of any problems, please), especially since this is my first modding experience. Thank you for your attention and any feedback is welcome! Art by Aerenwyn (commissioned by me for this mod) ==Download link==

Weidu Fatel Errors

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Ok, I successfully installed the Dark Horizons Mod and everything was wonderful. Then flushed with success, decided to install this mod:

shsforums.net/files/file/1080-shader-pack-lighting-adjustments-for-the-enhanced-editions/

I did what I usually do, and moved the files into the Game Directory and then ran:

Mac_Weidu_Launcher_v7 (I'm on a Mac).

I then installed the mod, I wasn't sure about what values to put in to Chose Neutral (1), it installed and I ran the Game which resulted in the screen screwing up and I had to Force Quit the App. I then ran Mac_Weidu_Launcher_v7 again and uninstalled the mod, but it still didn't work in the game (the Screen was still screwed). At the point the game as unable and so in panic I removed everything in the override folder (which included Dark Horizons).

Now when I run Weidu I get the error below. I've tried uninstalling, it looks like something is out of sync. It says Re-Install and I don't get an Install option, so it thinks its already there.

How can I fix this problem and make Weidu start again?

Thanks a lot
Dave

Last login: Fri Apr 24 11:45:08 on ttys000
[./weidu] WeiDU version 24600
Using Language [English]

Using ./lang/en_us/dialog.tlk

Install Component [ "Dark Horizons" Mod for Baldur's Gate: Enhanced Edition]?
[R]e-Install, [N]o Change or ninstall or [Q]uit? r

Removing old installation of [ "Dark Horizons" Mod for Baldur's Gate: Enhanced Edition] first ...
ERROR: This Mod is too old (or too new) to uninstall that component for you.
Upgrade to the newest versions of this mod and that one and try again.
[Failure("TP2 not found!")]
ERROR: Failure("uninstallation error")
Please make a backup of the file: logs/darkhorizonsbgee.debug and look for support at: "http://www.teambg.net"
Using Language [English]

Install Component [ "Dark Horizons" Mod for Baldur's Gate: Enhanced Edition]?
[R]e-Install, [N]o Change or ninstall or [Q]uit?


Green Dragon Armor/Shield mod

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Anyone know of a mod that will let me keep the Dragonscale armor or shield I can make from the Green Dragon Scales in Siege of Dragonspear. I know SoA has better stuff, but it's a trophy and I'd like to keep it.

Is there a mod out there that'll let me keep them?

BG1 Unfinished Business v16.0

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BG1 Unfinished Business ("BG1UB") is a mod designed to restore many of the cut items, quests, and encounters from the original Baldur's Gate game's final release, as well as try to tie up some of the "loose ends." https://github.com/AstroBryGuy/bg1ub/releases/latest Note: Some of the BG1UB components are blocked from installing, as they are included or superceded by BGEE. Here is a list of components that can be installed on BGEE: [spoiler]Ice Island Level Two Restoration The Mysterious Vial**** Finishable Kagain Caravan Quest**** Coran and the Wyverns* Kivan and Tazok**** Branwen and Tranzig**** Place Entar Silvershield in His Home**** Scar and the Sashenstar's Daughter Quoningar, the Cleric Shilo Chen and the Ogre-Magi Edie, the Merchant League Applicant Creature Corrections Creature Restorations Creature Name Restorations Minor Dialog Restorations Store, Tavern and Inn Fixes and Restorations** Item Corrections and Restorations Prism and the Emeralds Tweak**** Duke Eltan in the Harbor Master's Building Nim Furlwing Encounter Svlast the Fallen Paladin Mal-Kalen the Ulcaster Revenant ***Chapter 6 Dialog Restorations *Superceded in BGEE v2.x **Most of this component is already included in BGEE. ***New component for v15 ****Superceded in BGEE v2.5+ NOTE: if you're installing both BG1UB and BG1NPC, BG1NPC has its own versions of the following components: Finishable Kagain Caravan Quest, Coran and the Wyverns, Kivan and Tazok, Branwen and Tranzig. If you install BG1UB first, do NOT install these components since BG1NPC does not detect BG1UB. If you install BG1UB after BG1NPC, it will detect BG1NPC and skip these components. Also, Northern Tales of the Sword Coast and Jarl's Adventure Pack contain alternate restorations of Nim Furlwing and Svlast. BG1UB will skip those components if those other mods' components are present. [/spoiler] Version 16.0 CHANGES [spoiler]
  • Block the following components from being installed on BGEE v2.5:
    • The Mysterious Vial
    • Finishable Kagain Caravan Quest
    • Kivan and Tazok
    • Branwen and Tranzig
    • Place Entar Silvershield in His Home
    • Prism and the Emeralds
  • Moving code blocks for most components to external .tpa files
  • Kivan & Tazok: Add dialogue for Kivan-Tazok recognition to more dialog states in TAZOK.DLG
  • Store, Tavern and Inn Fixes and Restorations:
    • Adding BGT to Red Sheaf Inn rumor fix.
    • Fixed Nashkel Inn name conflict with BGFixPack Game Text Update
    • Update Elfsong Tavern to use TAV0705.STO
  • Creature Corrections:
    • Fix issue with DROTH CreateCreature() command on BG1 w/o TotSC
    • Give Taurgosz Khosann FR-canon colors in BGEE v2.5
  • Nim Furlwing Encounter: Fix issue with reward scroll
  • Chapter 6 Dialogue Restorations: Fixed issue installing on BG1-TotSC
[/spoiler] Version 15.2 CHANGES [spoiler] * Updated French translations - Thanks Isaya! * Updated Italian translations - Thanks Aedan! [/spoiler] Version 15.1 CHANGES [spoiler] * Ch 6 Restorations: Updates to improve scripting and dialog options * Shilo Chen: Updated item description for Gloves of Pick Pocketing in BGEE * Updated Polish translations - Thanks @Cahir! [/spoiler] Version 15 CHANGES [spoiler] * NEW COMPONENT: Chapter 6 Dialog Restorations * Mal-Kalen updates: - Fear effect centered on caster - Reduce spell damage resistance to 50% * Updated German translations - thanks Clubboth! * Moving ALWAYS section to .tpa file * Moving Ice Island code block to .tpa file * Adding NTotSC check for Svlast component * Updating DV changes to write 32 bytes * Removing change of DV for %tutu_var%NOBW4.cre [/spoiler] Version 14.1 CHANGES [spoiler] * BUGFIX: Fixed bug on Tutu with Unshey's restored dialog * Updated Italian Translation - thanks Aedan! * Svlast, the Fallen Paladin: Made Svlast's items unidentified * Updating BGT_VAR for EET Support [/spoiler] Version 14 CHANGES [spoiler] * General Updates for BGEE Compatibility: Replace FILE_EXISTS checks to GAME_IS checks where appropriate. Add BGEE variables to getcpmvara/getcpmvarp calls. * Update to WeiDU v237, Windows and OS X binaries * Added UTF-8 support for BGEE via HANDLE_CHARSETS - Add iconv Windows binary for character set conversion. Redefine %LANGUAGE% variables to NOT include the tra directory, e.g., "english" instead of "tra/english". Changing %LANGUAGE% variables to lowercase to allow character set to be inferred. * Updating OSX sox binary to v14.4.0 (Intel CPU). * Updating lib files for BGEE compatibility - Adding g3_bgee_cpmvars.tpa. Updating rr_tutubgt_addvars.tpa for BGEE, rename rr_tutubgtbgee_addvars.tpa * TRA File Updates: Moving game content that uses Windows encoding to a separate file, bg1ub.tra. Setup.tra now only contains install text. This is done so that setup.tra can be excluded from UTF-8 conversion by HANDLE_CHARSETS. * Ice Island - Moving "tis" subdirectory to "tiz" to work with WeiDU function HANDLE_TILESETS. Moving tisunpack binaries to win32 and osx subdirectories of tiz. Also, renaming ar1010.tiz to ub1010.tiz for unpacking, since it will now unpack to the override directory. Changes to .tp2 file will rename ub1010.tis to the appropriate name after unpacking. BGEE has copies of AR1010 .wed and .bmp files, don't copy these files for BGEE. * Blocking the following components from installing on BGEE: * Additional Elminster Encounter * Angelo Notices Shar-teel * Safana the Flirt * Appropriate Albert and Rufie Reward * Flaming Fist Mercenary Reinforcements * Audio Restorations * Area Corrections and Restorations * Permanent Corpses * Elven Charm & Sleep Racial Resistance * The Original Saga Music Playlist Corrections * Sarevok's Diary Corrections * Kivan & Tazok - Change KIVANJ reference in ubkivan.d to %KIVAN_JOINED% for compatibility. * BGEE: Creature Restorations - Created BGEE version of ubcorian.cre. * Kagain's Caravan - Update DECOMPILE_BCS_TO_BAF to DECOMPILE_AND_PATCH. BGEE compatibility updates. Kagain's quest journal entry was not being removed in BGEE. Copied file bgKAGAIJ.d to bgeeKAGAIJ.d and added a block to remove journal entry. * BGEE: Coran & Wyverns - Skip IKCoranWyvernFix for BGEE (already included as DXCoran) * BGEE: Place Entar Silvershield in His Home - Add BGEE variable for AR0101 to getcpmvara call * BGEE: Scar and the Sashenstar's Daughter - Skip ubscar_fixes.d - not needed for BGEE * BGEE: Quoningar, the Cleric - ADD_JOURNAL command to add quest journal entries for BGEE. Created BGEE version ubquon.cre. * Shilo Chen and the Ogre Magi - Shilo Chen says the Ogre Magi are in the southwest corner of the Wood of Sharp Teeth. However, the Ogre Magi are found on the Bandit Camp map, which is at the north end of the Wood. Moving them to Larswood, which is the southwest part of the Wood. (BGEE) ADD_JOURNAL to add quest journal entries for BGEE. Created BGEE version of ubglove1.itm. * BGEE: Edie, the Merchant League Applicant - ADD_JOURNAL for quest journal entries in BGEE. * BGEE: Creature Corrections - Replace DECOMPILE_BCS_TO_BAF and DECOMPILE_DLG_TO_D blocks with DECOMPILE_AND_PATCH blocks. Skip fixes due to CamDawg's Inventory Checker - already included in BGEE. * BGEE: Creature Name Corrections - Skip Beresh fixes - already in BGEE. * Store, Tavern and Inn Fixes and Restorations - Add comments to indicate sections of component. Move ubba0133.dlg creation into Bartender Fixes section. Move Maltz' Weapon Shop and Unused General Store fixes into "Inn, Tavern, Store name restorations" section. (BGEE only) Block sections already implemented in BGEE. Add BGEE version of ubstores.d. * Item Corrections and Restorations - Add BUT_ONLY_IF_IT_CHANGES to item edit blocks. Updating item charges for ADD_STORE_ITEM: #1 #0 #0 for scrolls and bolts of polymorph, #0 #0 #0 for armor, helms, belts, bracers, etc.. (BGEE Only) Give Corsone "The Root of the Problem" since Amarande already has Mighty Oak +2 in BGEE. Updated Bala's Axe description for BGEE. * Audio Restorations: Moving .ogg files out of "tra" directory and into new "audio" directory. Update audio handling to built-in WeiDU function HANDLE_AUDIO. * Prism and the Emeralds - Add BGEE variable declaration: rr_bgee_addvars.tpa. ADD_JOURNAL for quest journal entries on BGEE. Move dialog to UBPRISM.D. * Duke Eltan in the Harbor Master's Building - BGEE compatibility updates. * Fix for TazokSays script blocks in AR2400.BCS and AR2900.BCS in BGEE. * Incorporating %FACE% variables to all CreateCreature strings for compatibility with BG1 (without TotSC). * Adding new component for BG1UB v14: Restore Nim Furlwing Encounter. Note: .tra files are temporarily updated with English text until translations can be provided. * Adding new component for BG1UB: Restored Elfsong Tavern movie. Thanks to Sams for the UBTAVERN.MVE file with soundtrack. Note: This component is only for BG1, Tutu, and BGT. BGEE users who want this movie should install Sams' BG:EE Classic Movies mod. * Adding new component for BG1UB: Svlast, the Fallen Paladin. * Adding new component for BG1UB: Mal-Kalen, the Ulcaster Ghost. * Restoring cut dialog for Unshey regarding Girdle of Gender Bending (Minor Dialogs Component). * Fixes for Lahl's dialog: TotSC, BGT, Tutu ONLY: Lahl's dialogs are random, rework the dialogs into a tree (already fixed in BGEE) - added to Minor Dialogs Component. * Updates to Ice Island Level 2: Give Dezkiel some additional defenses, including Snow Golems. * Fix for duplicated actions in OUBLEK.D - Prism and the Emeralds component * Prevent Coran Wyvern Quest component from installing on BGEEv2/SoD. * Updated Italian Translation - thanks Aedan! * Added extra_tmp_ee.tra with BGEE Dialog.tlk strings [/spoiler]

Method for Installing Mods on Mac

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Hi,

I've manage to install a couple of mods using some instructions I was given in another post and I installed NTotSC V3.1.1 using the "Mac Weidu Launcher". Basically this method I just copied "Mac Weidu Launcher" and the Weidu tool into the game folder once, then when installing a mod, copy the Mod folder into the game folder and made sure there was a corresponding .tp2 file with the same name as the folder, e.g.

GameFolder
Mac_Weidu_Launcher_v7
weido
SomeCoolMod (Folder)
SomeCoolMod.tp2

I then ran the Mac_Weidu_Launcher_v7, which would display a list of mods in the game folder and allow you to Install/Uninstall.

However it seems that NTotSC V3.2.0 and SCS uses a different method. For instance in the NTotSC 3.2.0 folder I have the following files:

osx-ntotsc-v3-2-0 Folder:
setup-ntotsc
setup-ntotsc.command

ntotsc Subfolder:
ntotsc.ini
ntotsc.tp2
weidu_osx
weidu_unix

What is the weidu_osx file for? Do I needs to run this instead of just weidu for this mod (or all mods? or what?). Can I just copy the ntotsc.tp2 into the game folder and use the normal Mac_Weidu_Launcher_v7 and weido apps that I used before?

I also noticed that SCS (Sword Coast Stratagems) has the same setup, except there are no weidu_osx/weidu_unix app files, sane questions for this.

I'm confused, any help greatly appreciated.

Cheers
Dave







[MOD] The Stone of Askavar for Totsc, Tutu, BGT and BG:EE

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A BG:EE version is now available for download. The Stone of Askavar is a WeiDU-based mod for Totsc, Tutu, BGT and BGEE. This mod involves a main quest and several subquests. There are new items and areas as well as lots of new creatures to fight. This version is BG:EE v2.0+/SOD friendly with English, French, Polish and Russian translations. Compatibility: If you are installing with Dark Side of the Coast make sure you install that mod first to avoid any files being overridden. Download: The Stone of Askavar V2.2 You can also download the latest and previous versions from the webpage. Translators may find V1.8 useful. Support Forum: http://www.baldursgatemods.com/forums/index.php?board=57.0 Documentation: Read Me Webpage: The Stone of Askavar Screengrabs: Spider Cavern Cassandra's Lute

[MOD] - Journal Fixes for BGEE, BG2EE and BGEE+SOD (v2.2+)

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Following on from the quick mod I made in this thread, please find a formal release of various journal fixes for BGEE, BG2EE and BGEE+SOD (v2.2+). NEW VERSION - v1.1 Features:
  • Slightly redesigned layout
  • Quest Page:
    • Filters by All, Active and Completed quests
    • Changed colours to make it easier to see active vs completed quests
    • Partial fix for NO OBJECTIVE TEXT (BGEE and BG2EE) - Duplication of text to prevent 'empty entries' and the need to open the entry.
    • Clicking the textflash now opens the journal and the specific quest and hides all other quests.
  • Journal Page:
    • All user notes are now tagged and time-stamped.
    • All edits (system and user notes) are time-stamped.
    • Easy sequential editing to see progression of quests.
    • Filter by 'My Notes'.
    • Double-click to edit a note.
    • Easy deletion of user notes (click the red X).
  • Supports Italian, Polish, German, Brazilian Portuguese, French, Czech, and English
Installation: - If you have not installed a UI mod previously then please install by using the QUICK INSTALL option, otherwise use the manual install. NB - this mod replaces the existing JOURNAL menu and any changes you've made to it previously will be lost. QUICK INSTALL:
- Download the attached zip file. - Go to the 'Quick Install - ' folder. - Drop the two files into your override.
MANUAL INSTALL:
- Download the attached zip file. - Open your UI.menu file in a text editor (if you don't have a UI.menu then use the QUICK INSTALL). - Search for 'textflash' and scroll down until you reach this button: - Open the 'Textflash Button' text file from the zip. Press Ctrl+A, and Ctrl+C, to copy all of the text from the file. - Go back to the UI.menu and highlight all of the text in the button (including the bracket on the end). - Press Ctrl+V to replace the text with the new button. Close the 'Textflash Button' text file. - Now, search UI.menu for: initquests() and you will find the following function: - Open the text file for the game you wish to edit. Press Ctrl+A, and Ctrl+C to copy all of the text from the file. - Go back to the UI.menu and highlight from (and including) the ` just above the function all the way down until you reach the end of the JOURNAL menu but not the start of the RECENT EVENTS menu. You will highlight about 1000 lines of code and you should have highlighted as shown ... all of the JOURNAL menu and the two brackets, but not the word menu: - Press Ctrl+V to paste the replacement text over the top. - Save and close the UI.menu - Finally, drop the language file M_JFlang.lua into your override. - Done!
Notes: - Remember to use the cancel button when editing notes. Changelog:
v1.1 - Updated and improved the 'Textflash' to specific quest functions to improve results v1.0 - First Release
Thanks to: @rede9 and @Aedan - Italian Translation @Cahir - Polish Translation @Nasher - Brazilian Portuguese Translation @Edvin - Czech Translation @Hurricane - German Translation @Isaya - French Translation Special Thanks to @Aedan and @Pecca Screenshots:
Screenshots show different aspects of the mod over the three games: Filtering: Editing notes: No Objective issue now replaced with entry information: Filter by user notes: Deleting a note:
Feedback, questions, suggestions all appreciated! If you have any issues, please let me know and I'll try to help fix them.
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